THE BLISH CITY SAGA CONTINUESby HazedJust when we thought Alan could move on to working on the next bit of Blish city code, a couple of bug reports came in that he had to deal with. One turned out not to be a bug, but the other one was, so he had to spend time fixing it. The bug was in the requirements for the agri fit-out for a Blish city. One of the commodities called for was RNA, but because of the way the code works, it cannot cope with commodities that have capital letters in the middle of the name, so wasn't diverting the RNA into the graving dock warehouse. This meant it wasn't possible to fit your city out at agri level. In order to fix this, the commodity has changed. Instead of RNA, you now require 3,350 tons of Alloys. That's more than the quantity of RNA that was required, but then alloys are a lot cheaper! Another change is that the list of commodities required (both the one published in the Star, and the one shown in the game) says that Petros are needed - when actually the word needs to be typed out in full, Petrochemicals. Thanks to Twitch for reporting those bugs. So, with those fixes out of the way, and some new planets linked into the game this weekend, Alan can now, finally, turn his attention back to making your Blish cities do something useful when they reach their destinations! |